PC Best armor combo? Also a question about Assassin Boots

avalonnn

New member
I've been playing with Nerd hat lvl 6 (+20 xp), scavenger outfit (+ slots), assassin boots (-100% noise at any level) and lvl 6 commando gloves (+50% ranged damage). 

The animals don't notice me. Is that true for everyone, or only for those wearing assassin boots?

Of course, I play at Adventurer so easier than your difficulty level. 

 
The difficulty really only affects combat these days.

Not making noise does make it a lot easier to not spook animals before you notice them.

I've been running with nerd hat, scavenger outfit, ranger boots (for stamina) and preacher gloves. I'd say they are better than the commando since they are + damage to zeds in general, although I guess gunning down a bear the ranged would be better, also if you are using ranged more than melee.

Nerd outfit for reading books and farmer outfit/boots for farming.  I haven't bothered with lumberjack or mining, but then I haven't done serious mining lately, and most of my woodcutting was early game when I didn't have the luxury of bonus items.

 
I try to mix match but my main go too is 

Biker and rogue hood

Preacher gloves and Commando 

Raider

Commando boots

BTW can I say. Farmer gloves only buffs rifles by 4% at level 2 but Commando buffs all guns by 20%

Ok that makes sense

 
I haven't bothered with lumberjack or mining, but then I haven't done serious mining lately, and most of my woodcutting was early game when I didn't have the luxury of bonus items.
I used the level 2 lumberjack costume at a relatively early stage. I really liked the reduction in stamina consumption.

I run around dressed as a priest. Both attack and defense and fractures heal faster. Very often bears break arms and legs.

 
I used the level 2 lumberjack costume at a relatively early stage. I really liked the reduction in stamina consumption.

I run around dressed as a priest. Both attack and defense and fractures heal faster. Very often bears break arms and legs.
Yeah, as I look around or get involved in discussions, watch youtube, etc I am finding something new every day.

Really just need to dump a list from the configs. I hate reading anything in game because the game doesn't pause for it.

I still have no idea what is the best overall or best for given playstyle. I don't think any of us have really worked it out yet.

Nerd hat, scavenger outfit, preacher gloves seem to be the go to for a lot of us right now. Footwear very much a personal choice.

Then there are the things for specific activities if you can be bothered to swap stuff out. I just learned about enforce glasses last night. Seems a good idea to throw a pair in your trading kit.

It will certainly be interesting to see what more people have to say about their armor picks.

 
As and old fart gamer, 70, my fast reflexes are well behind me LOL. I go heavy into intellic with a stealth build. I wear Assassin armor with preacher gloves. Weapons are Stun Baton,  machine gun, bow/crossbow, silenced pistol and DP/robotic turret. I wear other armor for different tasks, Rogue helmet when looting, Nerd outfit for reading books/magazines,Miner outfit, gloves when mining, Farmer gloves when getting the crops in and Lumberjack helmet for chopping down trees. I usually find most of the those other armor items, but will craft one it needed.

 
For anyone who gets infected a lot, a full Q6 Preacher set prevents all infection, not to mention the other benefits.

I have been using all Ranger except with Biker gloves.  The Ranger set bonus is useless except in early game because you stop using lever action rifles and revolvers very early, but I like the set otherwise.  The gloves just are also useless for the same reason and biker gloves give me bonus melee and I almost always use melee.

I'm sure there are better options, but the entire armor system is so opaque that you can't easily compare things to find what is best without a lot of effort and I'm not interested in taking the time to do so.  In the end, it really has so little impact on the game.  Unless you want to swap armor based on what you're doing, which I'm definitely not going to do.

 
Obviously, it can vary widely depending on the character build and play style.  I found this handy reference on Reddit

Currently, concentrating on one Armor Category - Light.

Rogue Hood (Loot Stage bonus)
Lumberjack Outfit (Carrying Capacity - Slots)
Preacher Gloves (+damage to undead)

Athletic Shoes (+run speed)

 

 
I only mix and match at the beginning when I wear whatever I loot until I can make my first assassin set for the bonus. 

 
Note the Farmer Outfit (+% chance for extra harvest) and Farmer Boots (+% chance to get seed back) are valuable.  The Farmer Hat and Farmer Gloves do not help when harvesting.
Yeah, I misspoke earlier, I meant to say outfit and boots.

Obviously, it can vary widely depending on the character build and play style.  I found this handy reference on Reddit

Currently, concentrating on one Armor Category - Light.

Rogue Hood (Loot Stage bonus)
Lumberjack Outfit (Carrying Capacity - Slots)
Preacher Gloves (+damage to undead)

Athletic Shoes (+run speed)

 
Nice find!

See now I been wearing the scavenger outfit, I didn't realize the lumberjack was the same thing but in light armor. I tend to prefer light myself. Although I've just started playing at survivalist difficulty and so I might need to go with more armor value anyway. Is it me or did the game become much easier in 1.0? I tended to play on like Nomad difficulty before but I am just finding it way too easy now.

 
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Yeah, I misspoke earlier, I meant to say outfit and gloves.

Nice find!

See now I been wearing the scavenger outfit, I didn't realize the lumberjack was the same thing but in light armor. I tend to prefer light myself. Although I've just started playing at survivalist difficulty and so I might need to go with more armor value anyway. Is it me or did the game become much easier in 1.0? I tended to play on like Nomad difficulty before but I am just finding it way too easy now.
Compared to A21 where the armor progression was almost the last to complete; the armor progression in 1.0 seems too fast.  With all Armor types combined into one stream now.  I would like to get out of primitive a little sooner and then spend a little more time in each bucket to Tier 6.

The armor piece and set bonuses definitely need a balance (nerf) pass, IMHO.  I do find too many good mods for headgear and the rest sort of go empty.  I would advocate for another mod slot on the headgear and/or go the RPG route and have dedicated slots for glasses/headlamp/face, perk AI, etc.  Maybe just add the headlamp as a permanent part of the headgear with no mod required?

Off topic and all over the map...

Otherwise, the increased zombie HP seems fairly good.  Melee can be relied upon well into mid game and even horde nights if the base is designed for it.

The screamers need to be fine tuned/validated a little more.  I do like the percent chance to occur at the intermediate set points but having two radiated screamers show up below Day 14 in the pine forest (from dew collectors) is a bit much.  (notwithstanding getting regular screamers at a much higher game stage in the snow)

 
Compared to A21 where the armor progression was almost the last to complete; the armor progression in 1.0 seems too fast.  With all Armor types combined into one stream now.  I would like to get out of primitive a little sooner and then spend a little more time in each bucket to Tier 6.

The armor piece and set bonuses definitely need a balance (nerf) pass, IMHO.  I do find too many good mods for headgear and the rest sort of go empty.  I would advocate for another mod slot on the headgear and/or go the RPG route and have dedicated slots for glasses/headlamp/face, perk AI, etc.  Maybe just add the headlamp as a permanent part of the headgear with no mod required?

Off topic and all over the map...

Otherwise, the increased zombie HP seems fairly good.  Melee can be relied upon well into mid game and even horde nights if the base is designed for it.

The screamers need to be fine tuned/validated a little more.  I do like the percent chance to occur at the intermediate set points but having two radiated screamers show up below Day 14 in the pine forest (from dew collectors) is a bit much.  (notwithstanding getting regular screamers at a much higher game stage in the snow)
I don't exactly understand what some of you are looking for. Light/medium/heavy are not a progression, nor should they be, they are a choice.

Admittedly it is primitive and then whatever your choice of suit is, but not everything has to have a bunch of progression. Some things should just be.

I really think they went too far overboard, like the pipe weapons should just go away. I almost never bother to use them. The tier 1 guns are crappy enough as it is at is to be early game, tier 0 was overkill.

I have mixed feelings on the fixed slots. On the one hand, it would be convenient. On the other, a lot of the gameplay revolves around having to make choices and compromise. Not that I don't mod some of it away when it suits me, but sometimes I try out something and then I put it back to vanilla.

 
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I don't exactly understand what some of you are looking for. Light/medium/heavy are not a progression, nor should they be, they are a choice.

Admittedly it is primitive and then whatever your choice of suit is, but not everything has to have a bunch of progression. Some things should just be.
I guess I was not clear.   In A21 finishing the armor books was generally the last grind.  In 1.0 the progression is much faster (even without being spec'd into it) and

generally the first series finished.  I don't mind the collective stream paradigm; just that now progressing armor crafting is too fast.

IMHO, the armor abilities, special abilities, and set bonuses severely mitigates the great overall difficulty increase with the larger Zombie HP pools.  Which partially answers the question "Is it me or did the game become much easier in 1.0?"

 
I guess I was not clear.   In A21 finishing the armor books was generally the last grind.  In 1.0 the progression is much faster (even without being spec'd into it) and

generally the first series finished.  I don't mind the collective stream paradigm; just that now progressing armor crafting is too fast.

IMHO, the armor abilities, special abilities, and set bonuses severely mitigates the great overall difficulty increase with the larger Zombie HP pools.  Which partially answers the question "Is it me or did the game become much easier in 1.0?"
Oh. Yeah, that makes more sense. I kinda like it, it absolutely was the last thing to finish up in prior alphas. Like by the time I could make ql6 military or steel I didn't really care anymore. Like steroids are a perfect example in this game, they are really only of use early game and yet they are the end of their tree. Granted by the time you can kill bears routinely for ingredients, you also probably don't need them anymore.

I feel that is the problem in progression in a lot of games. It's like "you have to prove to us you don't need this and then you can have it".

The set bonuses suck so bad, it doesn't seem like most people are using them, but yeah, overall the bonuses are a lot. I also haven't seen the later game stages really since I keep restarting for 1 reason or another, I just can't find a map I like. So I haven't had to deal with a lot of radiated or wights or the like.

 
I used the level 2 lumberjack costume at a relatively early stage. I really liked the reduction in stamina consumption.

I run around dressed as a priest. Both attack and defense and fractures heal faster. Very often bears break arms and legs.


And being completely immune to infection with full rank 6 is nice, too.

 
I don't know about all the set bonuses but the Assassin set bonus is incredibly good for stealth play style. Zombies lose track of you very fast, nearly instantly at T6.

 
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